/* This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2, or (at your option)
 * any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 * 02111-1307, USA.
 *
 * http://www.gnu.org/copyleft/gpl.html
 */
package com.l2jfrozen.gameserver.network.clientpackets;

import java.util.logging.Logger;

import javolution.util.FastList;

import com.l2jfrozen.Config;
import com.l2jfrozen.gameserver.datatables.sql.ItemTable;
import com.l2jfrozen.gameserver.model.L2Augmentation;
import com.l2jfrozen.gameserver.model.PcInventory;
import com.l2jfrozen.gameserver.model.actor.instance.L2ItemInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2NpcInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance;
import com.l2jfrozen.gameserver.model.multisell.L2Multisell;
import com.l2jfrozen.gameserver.model.multisell.MultiSellEntry;
import com.l2jfrozen.gameserver.model.multisell.MultiSellIngredient;
import com.l2jfrozen.gameserver.model.multisell.MultiSellListContainer;
import com.l2jfrozen.gameserver.network.SystemMessageId;
import com.l2jfrozen.gameserver.network.serverpackets.ActionFailed;
import com.l2jfrozen.gameserver.network.serverpackets.ItemList;
import com.l2jfrozen.gameserver.network.serverpackets.PledgeShowInfoUpdate;
import com.l2jfrozen.gameserver.network.serverpackets.StatusUpdate;
import com.l2jfrozen.gameserver.network.serverpackets.SystemMessage;
import com.l2jfrozen.gameserver.templates.L2Armor;
import com.l2jfrozen.gameserver.templates.L2Item;
import com.l2jfrozen.gameserver.templates.L2Weapon;
import com.l2jfrozen.gameserver.util.FloodProtector;

/**
 * @author programmos
 */

public class MultiSellChoose extends L2GameClientPacket
{
	private static final String _C__A7_MULTISELLCHOOSE = "[C] A7 MultiSellChoose";
	private static Logger _log = Logger.getLogger(MultiSellChoose.class.getName());
	private int _listId;
	private int _entryId;
	private int _amount;
	private int _enchantment;
	private int _transactionTax; // local handling of taxation

	@Override
	protected void readImpl()
	{
		_listId = readD();
		_entryId = readD();
		_amount = readD();
		// _enchantment = readH();  // <---commented this line because it did NOT work!
		_enchantment = _entryId % 100000;
		_entryId = _entryId / 100000;
		_transactionTax = 0; // initialize tax amount to 0...
	}

	@Override
	public void runImpl()
	{
		if(_amount < 1 || _amount > 5000)
			return;

		MultiSellListContainer list = L2Multisell.getInstance().getList(_listId);

		if(list == null)
			return;

		L2PcInstance player = getClient().getActiveChar();

		if(player == null)
			return;

		if(!FloodProtector.getInstance().tryPerformAction(player.getObjectId(), FloodProtector.PROTECTED_MULTISELL))
		{
			player.sendPacket(ActionFailed.STATIC_PACKET);
			return;
		}

		if(player.isCastingNow()|| player.isCastingPotionNow())
		{
			player.sendPacket(ActionFailed.STATIC_PACKET);
			return;
		}

		for(MultiSellEntry entry : list.getEntries())
		{
			if(entry.getEntryId() == _entryId)
			{
				doExchange(player, entry, list.getApplyTaxes(), list.getMaintainEnchantment(), _enchantment);
				return;
			}
		}
	}

	private void doExchange(L2PcInstance player, MultiSellEntry templateEntry, boolean applyTaxes, boolean maintainEnchantment, int enchantment)
	{
		PcInventory inv = player.getInventory();

		boolean maintainItemFound = false;

		// given the template entry and information about maintaining enchantment and applying taxes
		// re-create the instance of the entry that will be used for this exchange
		// i.e. change the enchantment level of select ingredient/products and adena amount appropriately.
		L2NpcInstance merchant = player.getTarget() instanceof L2NpcInstance ? (L2NpcInstance) player.getTarget() : null;

//		if(merchant == null)
//			return;

		MultiSellEntry entry = prepareEntry(merchant, templateEntry, applyTaxes, maintainEnchantment, enchantment);

		// Generate a list of distinct ingredients and counts in order to check if the correct item-counts
		// are possessed by the player
		FastList<MultiSellIngredient> _ingredientsList = new FastList<MultiSellIngredient>();
		boolean newIng = true;

		for(MultiSellIngredient e : entry.getIngredients())
		{
			newIng = true;

			// at this point, the template has already been modified so that enchantments are properly included
			// whenever they need to be applied.  Uniqueness of items is thus judged by item id AND enchantment level
			for(MultiSellIngredient ex : _ingredientsList)
			{
				// if the item was already added in the list, merely increment the count
				// this happens if 1 list entry has the same ingredient twice (example 2 swords = 1 dual)
				if(ex.getItemId() == e.getItemId() && ex.getEnchantmentLevel() == e.getEnchantmentLevel())
				{
					if((double) ex.getItemCount() + e.getItemCount() > Integer.MAX_VALUE)
					{
						player.sendPacket(new SystemMessage(SystemMessageId.YOU_HAVE_EXCEEDED_QUANTITY_THAT_CAN_BE_INPUTTED));
						_ingredientsList.clear();
						_ingredientsList = null;
						return;
					}
					ex.setItemCount(ex.getItemCount() + e.getItemCount());
					newIng = false;
				}
			}
			if(newIng)
			{
				// If there is a maintainIngredient, then we do not need to check the enchantment parameter
				//  as the enchant level will be checked elsewhere
				if(maintainEnchantment)
				{
					maintainItemFound = true;
				}

				// if it's a new ingredient, just store its info directly (item id, count, enchantment)
				_ingredientsList.add(new MultiSellIngredient(e));
			}
		}

		// If there is no maintainIngredient, then we must make sure that the 
		//  enchantment is not kept from the client packet, as it may have been forged
		if(!maintainItemFound)
		{
			for(MultiSellIngredient product : entry.getProducts())
			{
				product.setEnchantmentLevel(0);
			}
		}

		// now check if the player has sufficient items in the inventory to cover the ingredients' expences
		for(MultiSellIngredient e : _ingredientsList)
		{
			if((double) e.getItemCount() * _amount > Integer.MAX_VALUE)
			{
				player.sendPacket(new SystemMessage(SystemMessageId.YOU_HAVE_EXCEEDED_QUANTITY_THAT_CAN_BE_INPUTTED));
				_ingredientsList.clear();
				_ingredientsList = null;
				return;
			}

			if(e.getItemId() != 65336 && e.getItemId() != 65436)
			{
				// if this is not a list that maintains enchantment, check the count of all items that have the given id.
				// otherwise, check only the count of items with exactly the needed enchantment level
				if(inv.getInventoryItemCount(e.getItemId(), maintainEnchantment ? e.getEnchantmentLevel() : -1) < (Config.ALT_BLACKSMITH_USE_RECIPES || !e.getMantainIngredient() ? e.getItemCount() * _amount : e.getItemCount()))
				{
					player.sendPacket(new SystemMessage(SystemMessageId.NOT_ENOUGH_ITEMS));
					_ingredientsList.clear();
					_ingredientsList = null;
					return;
				}
			}
			else
			{
				if(e.getItemId() == 65336)
				{
					if(player.getClan() == null)
					{
						player.sendPacket(new SystemMessage(SystemMessageId.YOU_ARE_NOT_A_CLAN_MEMBER));
						return;
					}

					if(!player.isClanLeader())
					{
						player.sendPacket(new SystemMessage(SystemMessageId.ONLY_THE_CLAN_LEADER_IS_ENABLED));
						return;
					}

					if(player.getClan().getReputationScore() < e.getItemCount() * _amount)
					{
						player.sendPacket(new SystemMessage(SystemMessageId.THE_CLAN_REPUTATION_SCORE_IS_TOO_LOW));
						return;
					}
				}
				if(e.getItemId() == 65436 && e.getItemCount() * _amount > player.getPcBangScore())
				{
					player.sendPacket(new SystemMessage(SystemMessageId.NOT_ENOUGH_ITEMS));
					return;
				}

			}
		}

		_ingredientsList.clear();
		_ingredientsList = null;
		FastList<L2Augmentation> augmentation = new FastList<L2Augmentation>();
		/** All ok, remove items and add final product */

		for(MultiSellIngredient e : entry.getIngredients())
		{
			if(e.getItemId() != 65336 && e.getItemId() != 65436)
			{
				for(MultiSellIngredient a : entry.getProducts())
				{
					if(player.GetInventoryLimit() < inv.getSize() + _amount && !ItemTable.getInstance().createDummyItem(a.getItemId()).isStackable())
					{
						player.sendPacket(new SystemMessage(SystemMessageId.SLOTS_FULL));
						return;
					}
					if(player.GetInventoryLimit() < inv.getSize() && ItemTable.getInstance().createDummyItem(a.getItemId()).isStackable())
					{
						player.sendPacket(new SystemMessage(SystemMessageId.SLOTS_FULL));
						return;
					}
				}
				L2ItemInstance itemToTake = inv.getItemByItemId(e.getItemId()); // initialize and initial guess for the item to take.

				if(itemToTake == null)
				{ //this is a cheat, transaction will be aborted and if any items already tanken will not be returned back to inventory!
					_log.severe("Character: " + player.getName() + " is trying to cheat in multisell, merchatnt id:" + (merchant!=null?merchant.getNpcId():0));
					return;
				}
				if(itemToTake.fireEvent("MULTISELL", (Object[]) null) != null)
					return;

				if(itemToTake.isWear())
				{
					_log.severe("Character: " + player.getName() + " is trying to cheat in multisell with weared item");
					return;
				}

				if(Config.ALT_BLACKSMITH_USE_RECIPES || !e.getMantainIngredient())
				{
					// if it's a stackable item, just reduce the amount from the first (only) instance that is found in the inventory
					if(itemToTake.isStackable())
					{
						if(!player.destroyItem("Multisell", itemToTake.getObjectId(), (e.getItemCount() * _amount), player.getTarget(), true))
							return;
					}
					else
					{
						// for non-stackable items, one of two scenaria are possible:
						// a) list maintains enchantment: get the instances that exactly match the requested enchantment level
						// b) list does not maintain enchantment: get the instances with the LOWEST enchantment level

						// a) if enchantment is maintained, then get a list of items that exactly match this enchantment
						if(maintainEnchantment)
						{
							// loop through this list and remove (one by one) each item until the required amount is taken.
							L2ItemInstance[] inventoryContents = inv.getAllItemsByItemId(e.getItemId(), e.getEnchantmentLevel());
							for(int i = 0; i < e.getItemCount() * _amount; i++)
							{
								if(inventoryContents[i].isAugmented())
								{
									augmentation.add(inventoryContents[i].getAugmentation());
								}

								if(inventoryContents[i].isEquipped())
								{
									if(inventoryContents[i].isAugmented())
									{
										inventoryContents[i].getAugmentation().removeBoni(player);
									}
								}

								if(!player.destroyItem("Multisell", inventoryContents[i].getObjectId(), 1, player.getTarget(), true))
									return;
							}
						}
						else
						// b) enchantment is not maintained.  Get the instances with the LOWEST enchantment level
						{
							/* NOTE: There are 2 ways to achieve the above goal.
							 * 1) Get all items that have the correct itemId, loop through them until the lowest enchantment
							 * 		level is found.  Repeat all this for the next item until proper count of items is reached.
							 * 2) Get all items that have the correct itemId, sort them once based on enchantment level,
							 * 		and get the range of items that is necessary.
							 * Method 1 is faster for a small number of items to be exchanged.
							 * Method 2 is faster for large amounts.
							 *
							 * EXPLANATION:
							 *   Worst case scenario for algorithm 1 will make it run in a number of cycles given by:
							 * m*(2n-m+1)/2 where m is the number of items to be exchanged and n is the total
							 * number of inventory items that have a matching id.
							 *   With algorithm 2 (sort), sorting takes n*log(n) time and the choice is done in a single cycle
							 * for case b (just grab the m first items) or in linear time for case a (find the beginning of items
							 * with correct enchantment, index x, and take all items from x to x+m).
							 * Basically, whenever m > log(n) we have: m*(2n-m+1)/2 = (2nm-m*m+m)/2 >
							 * (2nlogn-logn*logn+logn)/2 = nlog(n) - log(n*n) + log(n) = nlog(n) + log(n/n*n) =
							 * nlog(n) + log(1/n) = nlog(n) - log(n) = (n-1)log(n)
							 * So for m < log(n) then m*(2n-m+1)/2 > (n-1)log(n) and m*(2n-m+1)/2 > nlog(n)
							 *
							 * IDEALLY:
							 * In order to best optimize the performance, choose which algorithm to run, based on whether 2^m > n
							 * if ( (2<<(e.getItemCount() * _amount)) < inventoryContents.length )
							 *   // do Algorithm 1, no sorting
							 * else
							 *   // do Algorithm 2, sorting
							 *
							 * CURRENT IMPLEMENTATION:
							 * In general, it is going to be very rare for a person to do a massive exchange of non-stackable items
							 * For this reason, we assume that algorithm 1 will always suffice and we keep things simple.
							 * If, in the future, it becomes necessary that we optimize, the above discussion should make it clear
							 * what optimization exactly is necessary (based on the comments under "IDEALLY").
							 */

							// choice 1.  Small number of items exchanged.  No sorting.
							for(int i = 1; i <= e.getItemCount() * _amount; i++)
							{
								L2ItemInstance[] inventoryContents = inv.getAllItemsByItemId(e.getItemId());

								itemToTake = inventoryContents[0];
								// get item with the LOWEST enchantment level  from the inventory...
								// +0 is lowest by default...
								if(itemToTake.getEnchantLevel() > 0)
								{
									for(L2ItemInstance inventoryContent : inventoryContents)
									{
										if(inventoryContent.getEnchantLevel() < itemToTake.getEnchantLevel())
										{
											itemToTake = inventoryContent;
											// nothing will have enchantment less than 0. If a zero-enchanted
											// item is found, just take it
											if(itemToTake.getEnchantLevel() == 0)
											{
												break;
											}
										}
									}
								}

								if(itemToTake.isEquipped())
								{
									if(itemToTake.isAugmented())
									{
										itemToTake.getAugmentation().removeBoni(player);
									}
								}

								if(!player.destroyItem("Multisell", itemToTake.getObjectId(), 1, player.getTarget(), true))
									return;

							}
						}
					}
				}
			}
			else
			{
				if(e.getItemId() == 65336)
				{
					int repCost = player.getClan().getReputationScore() - e.getItemCount();
					player.getClan().setReputationScore(repCost, true);
					SystemMessage smsg = new SystemMessage(SystemMessageId.S1_DEDUCTED_FROM_CLAN_REP);
					smsg.addNumber(e.getItemCount());
					player.sendPacket(smsg);
					player.getClan().broadcastToOnlineMembers(new PledgeShowInfoUpdate(player.getClan()));
				}
				else
				{
					player.reducePcBangScore(e.getItemCount() * _amount);
					player.sendPacket(new SystemMessage(SystemMessageId.USING_S1_PCPOINT).addNumber(e.getItemCount()));
				}
			}
		}
		// Generate the appropriate items
		for(MultiSellIngredient e : entry.getProducts())
		{
			if(ItemTable.getInstance().createDummyItem(e.getItemId()).isStackable())
			{
				inv.addItem("Multisell["+_listId+"]" , e.getItemId(), (e.getItemCount() * _amount), player, player.getTarget());
			}
			else
			{
				L2ItemInstance product = null;
				for(int i = 0; i < e.getItemCount() * _amount; i++)
				{
					product = inv.addItem("Multisell["+_listId+"]", e.getItemId(), 1, player, player.getTarget());

					if(maintainEnchantment)
					{
						
						if(i < augmentation.size())
						{
							product.setAugmentation(new L2Augmentation(product, augmentation.get(i).getAugmentationId(), augmentation.get(i).getSkill(), true));
						}

						product.setEnchantLevel(e.getEnchantmentLevel());
					}
				}
			}
			// msg part
			SystemMessage sm;

			if(e.getItemCount() * _amount > 1)
			{
				sm = new SystemMessage(SystemMessageId.EARNED_S2_S1_S);
				sm.addItemName(e.getItemId());
				sm.addNumber(e.getItemCount() * _amount);
				player.sendPacket(sm);
			}
			else
			{
				if(maintainEnchantment && e.getEnchantmentLevel() > 0)
				{
					sm = new SystemMessage(SystemMessageId.ACQUIRED);
					sm.addNumber(e.getEnchantmentLevel());
					sm.addItemName(e.getItemId());
				}
				else
				{
					sm = new SystemMessage(SystemMessageId.EARNED_ITEM);
					sm.addItemName(e.getItemId());
				}
				player.sendPacket(sm);
			}
		}
		player.sendPacket(new ItemList(player, false));

		StatusUpdate su = new StatusUpdate(player.getObjectId());
		su.addAttribute(StatusUpdate.CUR_LOAD, player.getCurrentLoad());
		player.sendPacket(su);

		player.broadcastUserInfo();

		// finally, give the tax to the castle...
		if(merchant != null && merchant.getIsInTown() && merchant.getCastle().getOwnerId() > 0)
		{
			merchant.getCastle().addToTreasury(_transactionTax * _amount);
		}
	}

	// Regarding taxation, the following appears to be the case:
	// a) The count of aa remains unchanged (taxes do not affect aa directly).
	// b) 5/6 of the amount of aa is taxed by the normal tax rate.
	// c) the resulting taxes are added as normal adena value.
	// d) normal adena are taxed fully.
	// e) Items other than adena and ancient adena are not taxed even when the list is taxable.
	// example: If the template has an item worth 120aa, and the tax is 10%,
	// then from 120aa, take 5/6 so that is 100aa, apply the 10% tax in adena (10a)
	// so the final price will be 120aa and 10a!
	private MultiSellEntry prepareEntry(L2NpcInstance merchant, MultiSellEntry templateEntry, boolean applyTaxes, boolean maintainEnchantment, int enchantLevel)
	{
		MultiSellEntry newEntry = new MultiSellEntry();
		newEntry.setEntryId(templateEntry.getEntryId());
		int totalAdenaCount = 0;
		boolean hasIngredient = false;

		for(MultiSellIngredient ing : templateEntry.getIngredients())
		{
			// load the ingredient from the template
			MultiSellIngredient newIngredient = new MultiSellIngredient(ing);

			if(newIngredient.getItemId() == 57 && newIngredient.isTaxIngredient())
			{
				double taxRate = 0.0;

				if(applyTaxes)
				{
					if(merchant != null && merchant.getIsInTown())
					{
						taxRate = merchant.getCastle().getTaxRate();
					}
				}

				_transactionTax = (int) Math.round(newIngredient.getItemCount() * taxRate);
				totalAdenaCount += _transactionTax;
				continue; // do not yet add this adena amount to the list as non-taxIngredient adena might be entered later (order not guaranteed)
			}
			else if(ing.getItemId() == 57) // && !ing.isTaxIngredient()
			{
				totalAdenaCount += newIngredient.getItemCount();
				continue; // do not yet add this adena amount to the list as taxIngredient adena might be entered later (order not guaranteed)
			}
			// if it is an armor/weapon, modify the enchantment level appropriately, if necessary
			else if(maintainEnchantment)
			{
				L2Item tempItem = ItemTable.getInstance().createDummyItem(newIngredient.getItemId()).getItem();
				if(tempItem instanceof L2Armor || tempItem instanceof L2Weapon)
				{
					newIngredient.setEnchantmentLevel(enchantLevel);
					hasIngredient = true;
				}
			}

			// finally, add this ingredient to the entry
			newEntry.addIngredient(newIngredient);
		}
		// Next add the adena amount, if any
		if(totalAdenaCount > 0)
		{
			newEntry.addIngredient(new MultiSellIngredient(57, totalAdenaCount, false, false));
		}

		// Now modify the enchantment level of products, if necessary
		for(MultiSellIngredient ing : templateEntry.getProducts())
		{
			// load the ingredient from the template
			MultiSellIngredient newIngredient = new MultiSellIngredient(ing);

			if(maintainEnchantment && hasIngredient)
			{
				// if it is an armor/weapon, modify the enchantment level appropriately
				// (note, if maintain enchantment is "false" this modification will result to a +0)
				L2Item tempItem = ItemTable.getInstance().createDummyItem(newIngredient.getItemId()).getItem();

				if(tempItem instanceof L2Armor || tempItem instanceof L2Weapon)
				{
					if(enchantLevel==0 && maintainEnchantment)
						enchantLevel = ing.getEnchantmentLevel();
					newIngredient.setEnchantmentLevel(enchantLevel);
				}
			}
			newEntry.addProduct(newIngredient);
		}
		return newEntry;
	}

	@Override
	public String getType()
	{
		return _C__A7_MULTISELLCHOOSE;
	}
}
